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Into the Radius 2 News

VR FOREVER Fest 30% sale until Sept 23rd!

[p]The first edition of Steam's biggest VR event, VR Forever, is already underway! From September 18th to 23rd, you can dive into a festival dedicated to the best virtual reality experiences, with over 130 hand-picked titles, demos, and awesome discounts. We’re excited to share that the Into the Radius series is part of this celebration, so if you’ve been wanting to explore the Pechorsk Anomaly, now’s the perfect time to jump in!

Explore the entire Into the Radius series with our Steam bundle:[/p][p]https://store.steampowered.com/bundle/47367/Into_the_Radius_Series_Bundle/[/p][p][/p][p][/p][p]Check out the full list of games and activities happening during the VR Forever event: [/p][p]https://store.steampowered.com/sale/VRForeverFestival2025[/p][p][/p]

UPDATE 0.14 BETA 2 (HOTFIX)

[h2]FIXES[/h2]
  • [p]\[Crash] Fixed crash when reloading shotgun using cartridges from the cartridge belt.[/p]
  • [p]\[Crash] Fixed possible crashes when launching the game.[/p]
  • [p]\[Crash] Fixed crash when approaching weapons in the Supply Depot.[/p]
  • [p]\[Settings] The Backpack Shoulder setting now works correctly.[/p]
  • [p]\[Weapons] Fixed incorrect placement of the PP-19-01 Vityaz handguard on the AKS-74U.[/p]
  • [p]\[Weapons] Modular weapons can no longer be disassembled in a holster on a vest you're wearing.[/p]
  • [p]\[Weapons] Fixed an issue where PM magazines would disappear from a pouch if the tutorial was enabled at the game start.[/p]
  • [p]\[Weapons] Fixed an issue where you couldn’t use a secondary grip on the handguard after ejecting a magazine with another magazine. You can now reliably grip your weapon with both hands after a mag swap.[/p]
  • [p]\[Weapons] Optical sights now work correctly when mounted on a 45 Degree Rail.[/p]
  • [p]\[Weapons] Fixed incorrect reticle display on variable zoom scopes.[/p]
  • [p]\[Weapons] Fixed an issue where the crosshair on telescopic sights would shift if you weren’t looking directly through the center. Now your aim point stays accurate, even if your view isn’t perfectly centered.[/p]
  • [p]\[Weapon] Fixed an issue where collisions from detached IZh-27 parts would persist after creating and loading a new save.[/p]
  • [p]\[Weapons] IZh-27 frame no longer shifts when picking up the shotgun.[/p]
  • [p]\[Weapons] Stock Cartridge Belt can no longer be attached to IZh-27 without a stock installed.[/p]
  • [p]\[Weapons] Fixed an issue where several gun parts could be attached to the Inner Gas Block of the M4A1.[/p]
  • [p]\[Weapons] Fixed incorrect placement of the SVD AR Pistol Grip on the M4A1.[/p]
  • [p]\[Weapons] The MP9 Bottom Rail no longer spawns inside weapon crates.[/p]
  • [p]\[Weapons] Collimator sights have been resized to more accurately match their real-world dimensions.[/p]
  • [p]\[Weapons] The large 7.62x51 ammo box now correctly shows a capacity of 100 rounds instead of 120.[/p]
  • [p]\[Weapons] Fixed an issue where the AKM stock had a different price in the shop display and when purchasing. Now the price shown matches the price you actually pay.[/p]
  • [p]\[Weapons] Corrected the Security Level required for purchasing G36 and SVD parts.[/p]
  • [p]\[Gear] You can now insert Armor Plates while holding the plate carrier in your hand, not just when it's equipped.[/p]
  • [p]\[Gear] Fixed an issue where grabbing a floating backpack from the shoulder slot would pull it towards your hand instead of making it appear on your back as intended. Now the backpack always properly appears behind you when retrieved.[/p]
  • [p]\[Gear] Fixed an issue where you couldn’t take sprats from an opened can after moving to another location.[/p]
  • [p]\[Facility] Fixed an issue that prevented doors from opening between the Armory and Dormitory.[/p]
  • [p]\[Radius Locations] Fixed various stutters across locations.[/p]
  • [p]\[Radus Locations] Fixed an issue where the Forest location would remain too bright at night until a save reload.[/p]
  • [p]\[Radius Locations] Improved fog at the southeast exit from the Pechorsk Outskirts to the Forest. Fog no longer blocks or turns the player early near the area boundary.[/p]
  • [p]\[Radius Locations] Fixed a visual issue where ash textures displayed incorrectly on AMD 9070 GPUs.[/p]
  • [p]\[Missions] Fixed an issue that prevented completion of Artifact Extraction Missions.[/p]
  • [p]\[Missions] After completing the Top Priority Mission on the flying roof in the Forest, the UNPSC Sensor on the tripod now despawns.[/p]
  • [p]\[Enemies] Improved Mimic behavior: they now react correctly to body shots, do not lose track of the player in close combat, select free spots for ambushes, properly start and end attacks, react to damage and actions nearby, take the player's flashlight into account when deciding whether to attack and behave more logically in ranged combat.[/p]
  • [p]\[Audio] Fixed loud outdoor noises (such as forest ambience) that persisted inside the underground shelter and some apartments at the Pechorsk Outskirts.
    [/p]
[p][/p]

Update 0.14.0 Beta 1

Hello explorers!
As we shared in our latest Dev Diary, the loadout customization system was just the beginning.
Building on that foundation, we’re now excited to introduce the highly anticipated weapon customization. This beta brings the brand-new modular weapon system, along with fresh content, significant improvements, and essential fixes across the Radius.
And since this is an early beta, your feedback is especially valuable as we polish these systems ahead of the full release.
[h3]How to join the beta[/h3]
  1. Open Steam and find Into the Radius 2 in your Library.
  2. Right-click the game → Manage → Properties → Betas.
  3. Select “active-beta” from the dropdown.

[h3]Beta Instructions[/h3]
  • Please use the Beta 0.14 sub-forum when sharing feedback.
  • The beta uses its own save folder: %Documents%/My Games/IntoTheRadius2.
  • Your saves will be compatible with the live version once 0.14 fully releases, but you’ll need to copy them manually from the beta folder. Saves from 0.13 can also be manually imported into the 0.14 beta. You will be reimbursed for any weapons you already own so you can purchase their modular versions.
  • ⚠️ Please remove all mods before playing. Mods may cause crashes or unexpected issues.

[h3]Important Notes for Current Version[/h3]
  • Works only through OpenXR
  • Supports Virtual Desktop 1.32.9 or higher
  • Doesn’t support LIV and OpenXRToolkit
  • Doesn’t support HTC Vive Wands
  • Doesn’t have integration with bHaptics

[h2]KNOWN ISSUES[/h2]
  • [Weapons] Sometimes magazine can disappear from starter vest if player started a new game with tutorial enabled.
  • [Radius Locations] All items left anywhere in the world will be removed by the Tide. Note: during the beta, this also applies to items inside shelters, but this will be fixed for the full 0.14 release. Make sure not to leave anything valuable or important behind. Quest items, items dropped on player death, and certain special items will not be affected by the Tide.
  • [UI] The info window for weapons on store displays does not show accurate information. To view correct stats, take the weapon in hand and open the Item Info (hold Y/B). This system is planned to be updated for the full 0.14 release.

[h2]KEY FEATURES[/h2]
  • Modular Weapon System. The modular weapon system is the core addition in this update. Every firearm in the supported arsenal can now be customized with a wide range of parts including barrels, handguards, dust covers, pistol grips, and buttstocks. This system allows for extensive tuning, letting you adapt each weapon to your preferred playstyle, whether that’s a lightweight run-and-gun build, a long-range setup, or something in between. At present, there are 138 modules and 28 unique gun frames available for experimentation.
  • Most of the main weapon lineup has already been adapted for modular customization: the AK-74, AKM, AKS-74U, IZh-27, Saiga-12, M4A1, PP-19 Bizon, G36, PP-91 Kedr (refreshed), and SVD are all included. Some weapons such as all pistols (PM, GSh-18, Beretta M9, Glock 18C, Fort-17), as well as SKS, AS Val, VSS Vintorez, and OTs-14 Groza, continue to use the old system.
  • The update also introduces several new weapons: PP-19-01 Vityaz, MP9, and SR-25. These additions are fully modular from the start, offering more options for customizing your loadout and expanding your choices in combat.
  • Advanced Artifact Detector. New invisible Artifact Nests have been added to the game, along with an advanced Artifact Detector that can reveal them.
  • Mag Palming. You can now hold two magazines in one hand, making reloads faster and smoother. Now, instead of removing the empty mag, stowing it, and then grabbing a new one, you can pick up a second magazine with the trigger while still holding another one and swap them directly. This allows you to reload without letting go of either magazine, making the process much faster and smoother.
  • Environment and interior updates. Several locations across the Radius have been updated with new terrain features such as ravines, slopes, and dugouts, making exploration less predictable. Forest areas are now denser and feature greater natural variety.
  • New points of interest have been added to both the Pechorsk Outskirts and Forest maps. On the Forest map, these include the church and the Recreation Base. On the Peninsula map, new ambient sounds and environmental noises have been introduced, making the atmosphere even more immersive.
  • Interiors have also been reworked for more variety. Buildings now feature updated furniture, increased clutter, and more signs of age and abandonment. These changes create a stronger sense of place and offer new opportunities to find stashes, loot, and secrets throughout the environment.

[h2]MAJOR CHANGES[/h2]
  • [Controls] With AK rifles, you can now knock out the empty mag directly using the new one, making reloads even quicker in the middle of a fight.
  • [Controls] You can now hold two shotgun shells in one hand and load them at the same time.
  • [Controls] Climbable objects can now be grabbed with both hands at the same time.
  • [Controls] Climbable objects, such as ladders, now offer more flexible grab points and angles.
  • [Controls] Added the ability to stand up from sitting by tilting the crouch stick upwards.
  • [Controls] The backpack grab zone now follows your head instead of your body.
  • [Controls] Added additional grab zones for weapons, making it easier to draw them without looking and reducing accidental grabs.
  • [Weapons] Reduced fire rate and recoil for the Glock-18C when firing full-auto one-handed.
  • [Loot] Added 5 new lootable items: altered tumbler toy, Rubik’s cube, toothbrush, alarm clock, and light bulb.
  • [Anomalies] The Reflector Anomaly now deflects bullets.
  • [Enemies] Added the Phantom, an invisible variation of the Fragment.
  • [Enemies] Mimics now have improved tactical AI, making their decisions more flexible and efficient. They consider additional factors when choosing the best option and adapt combat behavior to increase lethality in sustained or close-quarters fights. If outnumbered or their ambush is compromised, they will dynamically reposition to set a new one.
  • [UI] Added notifications if a weapon is not ready to fire.

[h2]MAIN FIXES[/h2]
  • [Player] Body no longer shifts left or right when turning the head.
  • [Controls] All long weapons except PP-91 Kedr and MP9 now keep their direction after releasing the offhand grip.
  • [Tutorial] Leaving the Command Room during the first tutorial is no longer possible.
  • [Weapons] Scope images no longer flicker.
  • [Weapons] Scope shadows are now displayed correctly.
  • [Weapons] Weapon subtitles for jamming and misfire now display correctly at the Pechorsk Outskirts.
  • [Weapons] Fixed visual bugs in ammo box animations.
  • [Gear] Changing durability settings no longer fully restores all gear and weapons currently held.
  • [Gear] Tablet now correctly returns to the player’s slot when released inside the terminal tray collider, instead of dropping.
  • [Gear] Distortion-Proof Headgear durability now updates correctly when equipped inside a Distortion Zone.
  • [Radius Locations] Fixed materials and textures.
  • [Radius Locations] Fixed missing collisions on Facility walls that allowed players to pass through them.
  • [Enemies] Mimics no longer lose track of the player when in direct line of sight.
  • [Enemies] Mimics no longer spawn inside walls, furniture, or rocks.
  • [Enemies] Tracer shots fired by Mimics now display correctly.
  • [Graphics] Object geometry now simplifies correctly at a distance.
  • [Audio] Fixed item splash sounds in water.
  • [Audio] Cigarette drop sound now matches the item.
  • [Audio] Ammo box shake sound no longer plays when the box is empty.

[h3]Latest Diary Entries[/h3]
🔸 One Year Later
🔸 The Ghost Town Update and more
🔸 The Tips & Tricks

[h3]Socials[/h3]
🔹 Follow on X
🔹 Join our Discord
🔹 Join our Subreddit

Introducing CMI + Modding Guidelines

[h2]CM IMMERSIVE[/h2]
Hello explorers!

CM Games has recently split into several independent studios, and we are excited to introduce ourselves as CM IMMERSIVE (CMI for short), a brand new independent studio made up entirely of the team behind Into the Radius.

ITR remains fully ours. The IP belongs to CM IMMERSIVE now, and we are continuing our work on the game same as before. Nothing about your experience will change. The only difference is that moving forward, you’ll see CM IMMERSIVE credited as the developers instead of CM Games.

The CM Games logo will remain in previously published materials.

[h2]MODDING GUIDELINES[/h2]
For our modding community we’ve compiled an official list of guidelines on creating mods for our games. Feel free to share your feedback!

[h3]General[/h3]
  • Mods are created and used at your own risk. CM Immersive is not responsible for any damage, data loss, or issues caused by third-party modifications. We also do not provide support for installing, troubleshooting, or maintaining mods.
  • Make sure you have permission to use any third-party content in your mods. If it’s not yours, don’t include it unless you’ve been granted the right to use or modify it. By publishing a mod, you confirm that you have the necessary rights to everything in it. CM IMMERSIVE is not responsible for the content of any mod.
  • If you use someone else’s work (with permission), please credit them clearly in your mod description.
  • Mods for the Into the Radius IP must be distributed for free. You may not sell them or lock them behind a paywall tied directly to access. We’re absolutely fine with creators earning support through Patreon, Ko-fi, or similar platforms, as long as the mod itself remains freely and equally available to everyone.
  • CM IMMERSIVE is not responsible for how mods function after official game updates. If a mod stops working following a patch or major change, it is up to the creator to decide whether they want to update it. We cannot guarantee backward compatibility for mods across different game versions.
  • CM IMMERSIVE reserves the right to request that specific mods be altered or removed.
  • Into the Radius and all related assets are © CM IMMERSIVE. Mods are allowed under these terms, but modders do not own any part of the original game or its intellectual property. However, the rights to your original mod content remain yours.

[h3]The following is prohibited[/h3]
  • Mods for Into the Radius must not promote hate speech, harassment, discrimination, or unlawful content..
  • Creating mods that collect personal data, inject third-party trackers, or include malicious or harmful code of any kind.
  • Mods for Into the Radius must not promote hate speech, harassment, discrimination, or unlawful content.
  • Adding any form of monetization directly within the game via your mod. Including but not limited to in-game advertisements, NFTs, lootboxes, microtransactions, etc.
  • Offering early access, exclusive features, or any form of preferential treatment related to a mod in exchange for financial support.

See you in the Radius!

Dev Diary // One Year Later

Hello explorers!
This day marks one full year of Into the Radius 2 in Early Access. In this diary, we’d like to look back on everything we’ve achieved in the past year, tell you what we’re working on now, and share our future plans.
[h2]A Retrospective: One Year in Early Access[/h2]
At launch, there were very few settings, and no difficulty presets at all. These, along with numerous quality-of-life and accessibility improvements, were added over time. This also includes new gear options and settings tailored for content creators.

Initially, there was only one body turning mode. Now there are three. Major issues with height calibration were fixed, interaction with the world became more intuitive, and ladders and bars stopped being death traps.

[video][/video]

We’ve added tons of new firearms (e.g. AKM, M4A1, SVD, G36), and most weapons now have 2–3 variants instead of one. This allows you to discover new guns in the Radius or upgrade from basic to modified versions.

[video][/video]

The base weapon set was expanded with dozens of new attachments, wear-and-tear mechanics, and cleaning tools. Aiming mode was added, and ammo can now be purchased and stored in larger boxes.

[video][/video]

At launch, loadout options were limited to three chest rigs in a single color. Since then, we’ve added 2 vests, 3 types of armor plates, 3 ballistic helmets, and 2 types of Distortion-Proof headgear, as well as multiple color variants for most gear. A custom loadout system was also introduced, allowing you to freely place and arrange pouches as you see fit.

[video][/video]

Artifact detectors were initially locked to your right forearm. Based on your feedback, they were turned into regular items you can lose, drop, and buy. Other gear upgrades followed, such as the headlamp. Hunger and fatigue systems were introduced, along with food to manage them.

[video][/video]

Progression, missions, game balance, and mechanics have been revisited, polished, and rebalanced repeatedly. The same goes for nearly every UI and text element.

The base originally felt too clean and empty. Over time, it became more lived-in and believable, and proved that its structure is actually very convenient. The largest and most complex map, Pechorsk Outskirts, was added in our latest major update. All original locations received significant visual and gameplay upgrades across multiple iterations. The day-night cycle was balanced, making time of day more noticeable. Anomalies became more visually distinct, enemies more grounded, and their behavior more natural. Distortion Zones, ash structures, and breakable human figures were added to many areas.

[video][/video]

Three Fragment variants, an additional Creep, and a new “Hedgehog” anomaly version were introduced after the initial EA launch.

[video][/video]

Co-op mode spent some time in beta and was initially rough for many players. Later, it became much more stable and now includes a proximity voice chat that’s gradually factoring in the environments of both players.

Overall, the game became more stable, user-friendly, and better optimized, with noticeable performance gains. Of course more work is yet to be done.

We’re proud of how the game has evolved this past year, and we’re not slowing down…
[h2]What We’re Working On Now[/h2]
We believe the core gameplay of ITR2 is now strong enough to deliver dozens of hours of playtime. Our next big goal is expanding and improving on these systems and features, setting the stage for a proper 1.0 version. One with a clear beginning, middle, and end.

Right after wrapping up the loadout customization system, we began designing a similar system for weapon customization. We’ve wanted to do this for a while, but struggled to find a solution that was both well-designed and feasible. Now, with the loadout system in place, we have a technical base to build from. The vision is clear, the design documentation is done, and implementation is underway.

In parallel, we’re working on several new guns, including the long-awaited Mosin-Nagant rifle.

A new, advanced artifact detector is also in development. It will let you reveal invisible artifact nests, bringing back the full functionality of the ITR1 detector. This opens up room for future iterations.

We’re also creating new Committee equipment to diversify mission objectives, as well as a batch of new anomalous items to collect in the Radius.

Work continues on polishing and optimizing Pechorsk Outskirts. These improvements benefit both the PC VR version and the ongoing Meta Quest port of this massive location. We’re also revisiting key points of other maps to improve gameplay flow and visual quality, adding more props and environmental details along the way.

At the same time, we’ve started working on the game’s narrative. This includes systems and elements not found in ITR1. It’s too early to say whether any of these will be included in the next update, some story content just doesn’t make sense to release in small pieces.

The next major update is scheduled for September~October. As usual, we hope to release a beta version beforehand, but no sooner than mid-August.
[h2]What’s Next[/h2]
While current development continues, we’ve also started planning and prototyping the remaining features and content for the full 1.0 release.

Here’s what we currently expect to include in version 1.0:
  • Expanded mission system
  • A small final location
  • Lore materials
  • A full story with a beginning and end, including unique missions
  • New firearms
  • More anomalies and enemy types
  • Improved destructible figures
  • Reworked artifact system
  • Interactive props and openable doors, hatches, and drawers
  • Higher overall optimization
  • More stable co-op mode

We’ll share more about these features in future dev diaries. Of course, keep in mind that these are our current plans and they can change.
[h2]What We’re Not Doing Before 1.0[/h2]
To be clear, here’s what we definitely won’t start working on until the full release:
  • Localization. Not worth doing until the story is finalized.
  • 4-player co-op. Might be possible for PC VR, but won’t happen on Quest due to technical limitations.
  • Ports for other platforms. Maintaining two major VR platforms during Early Access is already a full workload for our team.
  • Mod support. This isn’t viable while the game is still in active development (updates, system changes, etc).

We’re aiming to release version 1.0 around the middle of next year and will share more precise dates ahead of time.
Thank you for supporting us and being a part of this journey through Early Access. See you in the Radius!



[h3]Latest Diary Entries[/h3]
🔸 The Ghost Town Update and more
🔸 The Tips & Tricks
🔸 The End of the Year

[h3]Socials[/h3]
🔹 Follow on X
🔹 Join our Discord
🔹 Join our Subreddit